ExEss Preview Manuscript 7
ExEss Preview Manuscript 7
Martial Arts
While other Charms express an Exalt’s innate power, martial art Charms are specialized combat
techniques that any supernatural creature can learn. Young Exalts usually learn martial arts from
tradition-oriented schools or lone instructors, but persistent students or prodigies may decipher a
style’s secrets through training manuals, oral histories, Wyld-touched dreams, First Age
memories, and other unusual sources.
Mortal martial artists can wield the weapons, ethos, and strategies of a given style, but only
supernatural beings can learn a style’s Charms. To learn a martial art Charm, a martial artist must
have complementary Abilities that support a style’s strategy and philosophy. If a Charm doesn’t
require specific complementary Abilities, dots from any of the style’s complementary abilities
can count toward the minimum total. To use a style’s Charms, the Exalt must wield weapons
with style-appropriate tags and avoid wearing armor forbidden by the style. A style also grants
improved weapon benefits upon learning any of a style’s Charms.
Martial art Charms have two unique modes: Celestial modes offer benefits for Abyssals,
Getimians, Infernals, Lunars, Sidereals, and Solars, while Terrestrial modes offer benefits for
Alchemicals, Dragon-Blooded, and Liminals. Exigents and other supernatural entities access
whatever modes best fit their nature, as decided by the Storyteller.
Crane Style
Crane style emulates the defensive grace of the crane, which warns attackers before punishing
their hostility. Crane students practice empathy, philosophy, and debate as rigorously as any
form or strike, for a well-placed admonition can halt a foe where fists might fail.
Crane Weapon Tags: Disarming, Natural, Shield. Crane martial artists prefer weapons that
excel at self-defense and render opponents toothless, such as war fans and hook swords. Many
martial artists wield both form weapons at once, backed up with graceful kicks and precise hand-
chops. The martial artist’s impeccable defense provides the shield tag even when unarmed.
Crane Armor: Crane style is incompatible with armor.
Complementary Abilities: Crane martial artists require some combination of Embassy,
Presence, and Sagacity.
Empowering Justice Redirection
Prerequisites: Close Combat 1, Complementary Ability Total 2
The Exalt exploits an opponent’s aggression.
Spend 1 mote on Step 1 of a withering attack against an opponent that attacked the Exalt (or an
ally the Exalt defended) since the Exalt’s last turn. The Exalt adds one success to their attack roll
and gains one additional Power if the attack succeeds. If the opponent’s attack succeeded, double
the successes and Power granted by this Charm.
Mastery (Terrestrial): If an opponent attacks a mortal or one of the Exalt’s Circlemates, this
Charm’s effects apply as if the opponent had attacked the Exalt.
Fluttering Cry of Warning
Prerequisites: Close Combat 2, Complementary Ability Total 3, Empowering Justice
Redirection
The Exalt shelters allies with preternatural alertness.
Spend 1 mote on Step 1 when taking the Defend Other action. Increase the Exalt’s Defense and
the defended ally’s Hardness by one each until the Exalt’s next turn.
Mastery (Celestial): The Exalt can activate this Charm on Step 2 of an attack against an ally to
reflexively defend that ally until the Exalt’s next turn.
Crane Form
Prerequisites: Close Combat 3, Complementary Abilities Total 5, Fluttering Cry of Warning
The Exalt assumes the bearing of the Crane, embodying elegance, not violence.
Commit 1 mote on Step 1 for the scene. The Exalt’s Defense increases by one, or by two against
opponents acting in opposition to the Exalt’s Virtues. The Exalt’s presentation is immaculate,
protecting their clothing and hair from stains and tearing. Once per round, when the Exalt
successfully defends against a close-range attack, they can spend 1 Power to make a
counterattack against the attacker on Step 8.
Mastery (Celestial): The Exalt can glide horizontally as a reflexive movement action. While
gliding, the Exalt can carry one ally they are defending.
Mastery (Terrestrial): The Exalt can counterattack ranged attacks by redirecting projectiles
back to their source. The Exalt uses Close Combat to do so and must successfully defend first.
This attack is treated as an unarmed attack out to Long range.
Humbling Enlightenment Commentary
Prerequisites: Close Combat 4, Essence 2, Complementary Abilities Total 8, Crane Form
The Exalt’s greatest weapon is wisdom, wielded with razor-sharp acuity.
Spend 1 mote on Step 1 of a decisive attack. When stunting this attack with analysis and/or
lecturing about an opponent’s fighting style and temperament, add two additional dice to the
attack’s damage roll. If the attack deals three or more damage, the Exalt may instill a Minor
intimacy by educating the opponent. This attack is never fatal, regardless of damage dealt — at
worst it leaves an opponent unconscious, with one health level remaining. This may be used
during a clash.
Mastery (Celestial): If the above stunt exploits an opponent’s Virtues or intimacies, apply the
highest relevant Virtue/intimacy penalty to the opponent’s Defense. The opponent can call on
other Virtues/intimacies to counter this penalty, but not to increase their Defense.
Mastery (Terrestrial): If the enhanced attack is a decisive counterattack against an opponent’s
decisive attack, the Exalt can use the Power that the opponent spent on the initial attack, instead
of spending the Exalt’s own Power.
Ebon Shadow Style
Ebon Shadow martial artists vanish into shadow and strike when least expected. Though
righteous killers designed the style in the First Age, Ebon Shadow style now belongs to knaves
and guilds of paid assassins. As the Solar Exalted return, so do memories of Ebon Shadow’s
grim legacy.
Ebon Shadow Weapon Tags: Concealable, Flexible, Natural. Ebon Shadow assassins keep
hidden blades at the ready and wield tricky weapons like chains and rope darts. They often coat
weapons with poison. Unarmed martial artists target weak points with cruel efficiency, giving
their unarmed attacks the piercing tag.
Ebon Shadow Armor: Ebon Shadow style is incompatible with armor.
Complementary Abilities: Ebon Shadow Exalts require Stealth.
Nothing but Shadows
Prerequisites: Close Combat 1, Stealth 2
The Exalt dominates the battlefield from hiding, fading in and out of sight.
Spend 1 mote on Step 2. Penalize the attack as if the Exalt had concealment. If the Exalt
successfully defends against this attack, add a two-die bonus to the Exalt’s Stealth rolls until
their next turn ends. This may be used during a clash as though it were a Step 3 Charm.
Celestial: If the Exalt successfully defends against the above attack, the Exalt may take an extra
reflexive movement action on Step 8.
Terrestrial: While Nothing but Shadows enhances the Exalt’s Stealth rolls, the Exalt can hide in
plain sight by faking their own death. Observers suffer a three-die penalty when trying to
diagnose or otherwise notice that the Exalt is still alive.
Ebon Shadow Form
Prerequisites: Close Combat 2, Stealth 3, Nothing but Shadows
The Exalt’s outline distorts and flickers like an inhuman shadow cast by an unsteady flame.
Commit 1 mote on Step 1 for the scene. The Exalt may calculate Evasion using Stealth instead of
Athletics. When the Exalt makes a decisive attack from concealment, that attack ignores soak
equal to the Exalt’s Essence. The Exalt’s Anima becomes dark and murky, and if the Exalt dies,
their body evaporates into greasy smoke, leaving behind no evidence of their identity.
Celestial: At the end of each round, if the Exalt is hidden from all opponents or has successfully
evaded all attacks made against them that round, the Exalt gains 1 Power.
Terrestrial: The Exalt may end Ebon Shadow Form and spend its committed mote on Step 6 of
an opponent’s decisive attack to add their Essence to soak. The Exalt can’t re-activate this
Charm on their next turn.
Throat-Slitting Shadow Strike
Prerequisites: Close Combat 3, Essence 2, Stealth 4, Ebon Shadow Form
The Exalt’s weapon is shrouded in darkness, closer and deadlier than their opponent can see.
Spend 1 mote on Step 5 of a decisive attack. Each extra success on the attack roll converts one
damage die into an automatic success. The Exalt can convert up to five dice into automatic
successes when attacking from concealment, or two dice otherwise. If this attack kills the Exalt’s
opponent, the corpse vanishes into smoke as described in Ebon Shadow Form.
Celestial: If the enhanced attack deals damage, the Exalt cuts away part of their opponent’s
shadow. The Exalt steals 1 mote, if the opponent has any motes. If the opponent does not, gain
Power instead.
Terrestrial: If the Exalt is in concealment, they may fashion a form weapon from their
opponent’s shadow to wield in the enhanced attack. If the enhanced attack deals damage, the
Exalt may keep the shadow-weapon for the scene, or until disarmed.
Mantis Style
Mantis style leverages painful joint-locks and forceful deflections to render opponents harmless.
Immaculate monks favor Mantis style as a nonlethal deterrent, but its strong fundamentals give it
widespread popularity.
Mantis Weapon Tags: Balanced, Flexible, Natural. Mantis martial artists wield sturdy,
versatile weapons, like batons, kama, nunchaku, and seven-section staffs. When left unarmed,
Mantis students use hook strikes — powerful and precise finger jabs — to strike weak points and
intercept attacks.While grappling, the martial artist may treat their natural attacks as medium
weapons.
Mantis Armor: Mantis style is incompatible with armor.
Complementary Abilities: Mantis martial artists require Physique.
Iron-Arm Block
Prerequisites: Close Combat 1, Physique 2
The Exalt diverts enemy hostility with firm block-counters.
Spend 1 mote on Step 2. The Exalt increases Defense by one and doesn’t lose Hardness from
concentrated attacks until after their next turn. When the Exalt flurries Defend Other action with
an attack, reduce the dice penalty to one die.
Terrestrial: If the Exalt successfully defends against an attack with Iron-Arm Block, they may
attempt a Disarm gambit as a counterattack on Step 8.
Crushing Claw Technique
Prerequisites: Close Combat 3, Physique 2, Iron Arm Block
The mantis catches prey with deadly speed and an implacable grip.
Commit 1 mote on Step 3 when initiating a grapple. If the grapple succeeds, add one success
when rolling to establish dominance or pin the Exalt’s opponent. While the Exalt dominates the
grapple, reduce their opponent’s Hardness and soak by two against the Exalt’s attacks.
Celestial: While the Exalt dominates the grapple, add the Exalt’s Force in bonus successes to
contested defense rolls.
Mantis Form
Prerequisites: Close Combat 3, Physique 3, Crushing Claw Technique
The Exalt assumes the fabled Mantis stance, arms outstretched and legs ready to spring forward.
Commit 1 mote on Step 1 for the scene. Increase the Exalt’s defense and soak by one each. If an
opponent has lower Power than the Exalt, or if the opponent is grappling with the Exalt, double
9s on the Exalt’s damage rolls against that opponent.
Celestial: When the Exalt deals damage with a decisive attack during a grapple, they may end
Mantis Form, spend its committed mote, and halve the attack’s damage in Step 7, rounding
down. This inflicts a wrenching injury that keeps the opponent from using one of their limbs
until the scene ends, or until they heal the injury’s health levels. The Exalt can’t re-activate
Mantis Form on their next turn.
Terrestrial: When the Exalt makes a decisive rush attack, add three dice to the attack’s damage.
Unfolding Retribution Strike
Prerequisites: Close Combat 4, Physique 4, Mantis Form
The Exalt unleashes countless blows sufficient to wear down the mightiest foe.
Spend 2 motes on Step 1 of a decisive attack. Halve the opponent’s Hardness and Soak against
this attack, rounding down. If the Exalt attacks a grappled opponent, this attack roll gains three
automatic successes. This may be used during a clash.
Celestial: If the enhanced attack inflicts damage against an opponent, set the opponent’s
Hardness to zero as if they’d suffered countless concentrated attacks until the start of their next
turn.
Terrestrial: If the enhanced attack incapacitates an opponent, the Exalt regains half the Power
spent on the attack, round up.
Righteous Devil Style
The Righteous Devil is a legendary figure who once scoured Creation’s frontiers of wickedness
and lawlessness. Students from all walks of life embrace the Righteous Devil’s duty to judge
evildoers. Righteous Devil martial artists who give in to wickedness remain just as dangerous,
creating Creation-spanning rivalries.
Righteous Devil Weapon Tags: Flame. Righteous Devil martial artists wield firewands and
other flame-discharge weapons. The Righteous Devil’s peerless firewand mastery adds the
balanced tag to their attacks. Unlike most martial arts, Righteous Devil style doesn’t allow
unarmed attacks.
Righteous Devil Armor: Righteous Devil style is compatible with light and medium armor.
Complementary Abilities: Righteous Devil martial artists require Presence and Ranged
Combat.
Blossom of Inevitable Demise
Prerequisites: Presence 1, Ranged Combat 2
The Exalt’s hands move faster than the eye can follow, raining fire upon the wicked.
Spend 1 mote on Step 1 when aiming a firewand attack. The Exalt may either double 9s on
damage or extend the firewand’s maximum range by one range band. If the firewand requires
reloading, the Exalt may also reflexively reload while aiming.
Solar: The Solar may activate this Charm when rolling Join Battle with (Finesse + Ranged
Combat). This adds automatic successes to the Join Battle roll equal to the Solar’s Finesse or
Ranged Combat, whichever is lower. Opponents with lower Join Battle results can’t use an
interrupt to act before the Solar during the first round of combat.
Righteous Devil Form
Prerequisites: Presence 2, Ranged Combat 2, Blossom of Inevitable Demise
The Exalt dons the majestic and terrible stillness of the Righteous Devil, whom the wicked dread.
Commit 1 mote on Step 1 for the scene. Opponents with Power lower than the Exalt’s Force who
begin their turn in close range of the Exalt cannot move away from her reflexively, and cannot
gain the benefits of cover or concealment. In addition, the Exalt may wield form weapons with
Close Combat as if they had the melee tag, similar to a staff, club, or spear.
Solar: The Solar gains extra attack dice when aiming: three dice at close range, two dice at short
range, and one die at medium range. She increases her Accuracy and Damage by one against
creatures of darkness (p. XX).
Burning Judgment Halo
Prerequisites: Presence 2, Ranged Combat 3, Righteous Devil Form
The Exalt rains fire upon the earth and walks through the purifying heat unscathed.
Spend 1 mote and 2 Power on Step 1. The Exalt creates a bonfire centered around them and
extending out to short range. This bonfire is an environmental hazard that deals three damage per
round, has difficulty equal to the Exalt’s Force, and has a duration of three rounds. The bonfire
doesn’t harm the Exalt or interfere with the Exalt’s visibility but counts as concealment for
attacks targeting her.
Solar: The Solar may spend 1 Anima and extend the bonfire out to long range, with damage and
difficulty reduced by one for each range band past short range.
Caress of 1,000 Hells
Prerequisites: Essence 2, Presence 3, Ranged Combat 4, Burning Judgment Halo
The Exalt’s flame is righteous and won’t harm those who repent.
Spend 2 motes on Step 5 of a decisive attack against an opponent that’s violated the Exalt’s
Virtues or intimacies. The opponent may repent for their crimes and immediately form an
appropriate major Intimacy, then pass out without taking damage from the attack, treating them
as though they were Incapacitated. If the opponent doesn’t repent, they suffer four dice of
aggravated damage in addition to the attack’s normal damage. These dice do not count toward
the usual limit and ignore Soak.
Solar: An opponent who wishes to repent must also accept an Intimacy of fear, awe, or guilt
toward the Solar. If the target is also a creature of darkness (p. XX) all damage dealt is
aggravated.
Snake Style
Snake style emphasizes swiftness and agility over strength. Students learn to target pressure
points and express venomous essence through their fingertips. Snake style is most popular in the
South and East, but as one of the oldest martial arts in Creation, it has practitioners everywhere.
Snake Weapon Tags: Disarming, Flexible, Natural. Snake martial artists prefer weapons that
can attack from multiple angles, such as hook swords and seven-section staffs. When unarmed,
martial artists rely on two-fingered jabs against pressure points and exposed tendons. Their fluid
movements give their unarmed attacks the flexible tag.
Snake Armor: Snake style is incompatible with armor.
Complementary Abilities: Snake martial artists require Athletics.
Serpentine Evasion
Prerequisites: Close Combat 2, Athletics 1
Ducking and weaving, the Exalt confounds all attackers.
Spend 2 motes on Step 2. Add one to the Exalt’s Defense and two to Soak.
Celestial: If the attacker has less Power than the Exalt, the Exalt may activate Serpentine
Evasion on Step 4.
Terrestrial: If the Exalt successfully defends against a decisive attack from an opponent with
lower Power, the Exalt gains 1 Power.
Snake Form
Prerequisites: Close Combat 2, Athletics 2, Serpentine Evasion
The Exalt assumes the sinuous and hypnotic movements of the snake, ready for attack and
retreat.
Commit 1 mote on Step 1 for the scene. Set the Exalt’s soak equal to half Finesse, round down,
before adding soak bonuses from other Charms. Opponents who can see the Exalt suffer a one-
die penalty when attacking the Exalt, or a three-die penalty if the Exalt has more Power than
them.
Celestial: The Exalt can use a special “Enervate” gambit by targeting pressure points. For 2
Power, the Exalt can disable an opponent’s eye (removing their ability to take the Aim action);
for 3 Power, an arm (causing them to drop their weapon or another held object); and for 4 Power,
both legs (preventing them from taking a reflexive Move). This effect lasts for the scene, or until
an enervated opponent receives medical care at difficulty 5.
Terrestrial: An opponent with less Power than the Exalt loses one soak and one Hardness
against the Exalt’s attacks.
Uncoiling Serpent Aura
Prerequisites: Close Combat 3, Essence 2, Athletics 3, Snake Form
The Exalt lashes out with a serpentine ribbon of Anima, striking an opponent from afar.
The Exalt may make unarmed or form weapon attacks out to short range, including clashes.
While in Snake Form, extend this to long range. If the Exalt initiates a grapple with this Charm,
they can immediately pull the grappled opponent into close range without needing to utilize the
Pull gambit.
Celestial: If an enhanced decisive attack damages an opponent, the Exalt may spend 1 mote on
Step 7 to poison the opponent with essence. This poison deals three damage per round, has
difficulty equal to the Exalt’s Fortitude, and has duration equal to the Exalt’s Finesse.
Terrestrial: The Exalt may spend 1 mote on Step 3 of an enhanced decisive attack to reduce the
opponent’s soak by three.
Tiger Style
Tiger style emulates the strength and ferocity of great cats. Martial artists stalk foes relentlessly
and put down weak opponents ruthlessly. Some Tiger martial artists tend toward cruelty or
arrogance, while others bear the patient confidence of an apex predator.
Tiger Weapon Tags: Concealable, Disarming, Natural. Tiger martial artists stay well-armed
with brass tiger claws, cesti, and katars. Unarmed martial artists rake opponents with bare-
handed claw strikes. When rushing, a Tiger martial artist may treat light form weapons and
natural weapons as medium weapons.
Tiger Armor: Tiger style is compatible with light armor.
Complementary Abilities: Tiger martial artists require some combination of Physique and
Stealth.
Crimson Leaping Cat Technique
Prerequisites: Close Combat 2, Complementary Ability Total 2
The Exalt runs down prey with startling speed.
Spend 1 mote on Step 1. If the character moves towards an enenmy: On a withering attack,
increase her accuracy by 1. On a successful decisive attack, knock the target prone. On any
successful rush, steal 1 Power from that opponent. If the character did not move towards an
enemy, reduce the cost of the Knockback or Knockdown gambits by 1 to a minimum of 1.
Celestial: If the opponent took the Full Defense action or moved away from the Exalt since the
Exalt’s last turn, the Exalt can rush an additional range band.
Terrestrial: If the opponent took the Full Defense action or moved away from the Exalt since
the Exalt’s last turn, the Exalt adds three dice to an enhanced decisive attack’s damage.
Tiger Form
Prerequisites: Close Combat 3, Complementary Ability Total 4, Crimson Leaping Cat
Technique
The Exalt assumes the predatory grace of the tiger, crouched low and prepared to pounce.
Commit 1 mote on Step 1 for the scene. After a successful withering attack, gain 2 additional
Power on Step 5. Ignore penalties for fighting prone. Whenever the Exalt succeeds on a rush
attack, they gain 1 Power.
Celestial: When the Exalt would take damage from a decisive attack, they may end Tiger Form
on Step 7 (spending the committed mote) and spend any number of Power. For each Power
spent, the Exalt gains one soak until the start of their next turn. This does not count toward the
usual limit. The Exalt can’t reactivate Tiger Form on their next turn.
Terrestrial: While the Exalt dominates a grapple, increase the Exalt’s soak and Hardness by
two.
Angry Predator Frenzy
Prerequisites: Close Combat 4, Essence 2, Complementary Ability Total 6, Tiger Form
The Exalt gives into raw predatory instinct, refusing to accept any insult.
Commit 1 mote on Step 6 of an attack against the Exalt to declare the attacker “prey.” The Exalt
can rush an additional range band against their prey. When the Exalt makes a decisive attack
against their prey, each extra success converts a damage die into an automatic success. The Exalt
can convert up to three damage dice this way.
Celestial: Whenever the Exalt successfully attacks their prey, the Exalt steals 1 Power or 1
Anima, if the prey has any.
Terrestrial: Whenever the Exalt damages their prey with a decisive attack, the Exalt regains
half the Power spent on that attack, round up.
White Reaper Style
The White Reaper is a slayer of armies, a long-armed destroyer that decimates foes with each
sweep of the scythe. Martial artists learn through brutal experience, for the style only truly shines
on the battlefield. The style is distinctive from a distance due to the signature white Anima halos
that Exalts bear.
White Reaper Weapon Tags: Balanced, Reaching, Natural. White Reaper martial artists
prefer sweeping weapons like scythes, greatswords, and staffs to scatter foes. When unarmed, the
martial artist relies on aggressive, sweeping strikes and leaps to keep opponents off-balance,
granting the martial artist’s attacks the reaching tag.
White Reaper Armor: White Reaper style is compatible with all armor.
Complementary Abilities: White Reaper martial artists require some combination of Integrity
and War.
White Reaper Form
Prerequisites: Close Combat 3, Complementary Ability Total 3
The Exalt rises into a grim and terrible battle posture, looking down upon foes like grass for the
scything.
Commit 1 mote on Step 1 for the scene. The Exalt doubles 9s on decisive damage rolls. Battle
groups lower their Defense by two against the Exalt’s attacks. Once per round, after dealing
damage with a decisive attack, the Exalt gains one brilliant white halo of temporary Anima.
Halos last for White Reaper Form’s duration and count toward the Exalt’s total Anima, but can’t
be spent like normal Anima. Each halo increases the Exalt’s Resolve by one. The Exalt can have
up to three halos at one time.
Lunar: Each halo increases soak by one. When White Reaper Form ends, the Lunar can
exchange their halos directly into Anima.
Bleeding Crescent Strike
Prerequisites: Close Combat 3, Complementary Ability Total 4, White Reaper Form
The Exalt’s brilliant corona trails their weapon, cutting bloody ribbons across the battlefield.
Spend 1 mote and any number of halos on Step 1. Double 9s on this attack roll, or double 8s if
attacking a battle group. For each halo the Exalt spends on an enhanced decisive attack, add one
die to the attack’s damage, or one automatic success if attacking a battle group.
Lunar: An enhanced decisive attack may target one additional opponent per halo spent,
calculating damage separately for each opponent. The Lunar must pay Power equal to the highest
Hardness of any targeted opponents. This counts as the Lunar’s flurry for their turn.
Flickering Corona Barrier
Prerequisites: Close Combat 3, Complementary Ability Total 4, White Reaper Form
The shimmering aura surrounding the Exalt protects her from harm.
Spend 1 mote and any number of halos on Step 2. The Exalt’s Defense increases by one, plus
one per halo spent. For each halo spent, the Exalt also reduces Defense penalties by one.
Lunar: Increase the Lunar’s soak by two per halo spent.
Snow Follows Winter
Prerequisites: Close Combat 4, Essence 2, Complementary Ability Total 6, Flickering Corona
Barrier, Bleeding Crescent Strike
The Exalt’s brilliant halos bloom with the bright scarlet of fresh blood, then sizzle away, sealing
the Exalt’s own wounds.
Commit 2 motes on Step 1. The Exalt must spend a halo each turn, and this Charm ends when
the Exalt can’t spend halos. For each halo spent this way, the Exalt heals one health level. While
this Charm is active, the Exalt immediately regains any halos spent on Bleeding Crescent Strike
and Flickering Corona Barrier.
Lunar: The Exalt’s blood-soaked Anima terrifies non-Exalted opponents. The Exalt’s Hardness
increases by two against these opponents’ attacks. Non-Exalted opponents reduce Hardness by
two against the Exalt’s attacks.
Sidereal Styles
Sidereal styles are the pinnacle of martial arts, kept secret from most Exalted. Only Sidereals can
develop and fully master these styles, though Abyssals, Getimians, Infernals, and Solars can
learn directly from Sidereal tutors. Terrestrial Exalted typically cannot access these Charms
without first undergoing some sort of unusual or extraordinary story event as determined by the
Storyteller and player. The style presented below is one of the more common and accessible
Sidereal styles.
Prismatic Arrangement of Creation Style
Through the Prismatic Arrangement of Creation, martial artists comprehend, master, and embody
the essence of creation’s flow through heaven and earth. Martial artists practice subtle
movements that seem effortlessly graceful, though in truth their forms express esoteric
geomancy and sorcerous essence flows.
Prismatic Arrangement of Creation Weapon Tags: Natural. Prismatic Arrangement of
Creation martial artists fight unarmed, with an economy of motion that belies the powerful
essence behind each strike. Whenever the martial artist has one or more Prismatic Arrangement
of Creation Charms active, they may treat their natural weapons as heavy weapons.
Prismatic Arrangement of Creation Armor: Prismatic Arrangement of Creation style is
incompatible with armor.
Complementary Abilities: Prismatic Arrangement of Creation Exalts require Awareness,
Embassy, and Sagacity to unlock their greatest techniques.
Four Magical Materials Form
Prerequisites: Close Combat 4, Essence 2, Sagacity 3, any three martial art Charms
With sorcerously-charged stances, the Exalt channels the classical magical materials through
their body.
Commit 2 motes on Step 1 for the scene. The Exalt chooses one of the following benefits, which
they may change reflexively on Step 1 on their turn:
• Jade: The Exalt’s stances express geomantic power. The Knockback and Knockdown
gambits cost 1 Power each. Reduce the cost of any other forced-movement gambits by 2.
• Moonsilver: Silvery essence ripples outward from the Exalt’s blows. The Exalt can
attack opponents from short range. She may initiate grapples or clashes from this distance.
• Orichalcum: The Exalt’s skin takes on a golden sheen. The Exalt’s Hardness increases
by two and their soak increases by three. Her Hardness does not decrease from concentrated
attacks.
• Starmetal: The Exalt’s hair and fingernails bear the gleam and sharpness of starmetal.
The Exalt’s unarmed attacks gain the Artifact tag, with an effective Artifact rating equal to the
Exalt’s Essence. Increase the Accuracy and Damage values of her unarmed attacks by 1. She
gains an inherent artifact property appropriate to her character.
Sidereal: The Sidereal is as unbreakable as the magical materials. If an attack would incapacitate
the Sidereal or render them unconscious, the Sidereal may deactivate this Charm in Step 7 and
spend its committed motes. The Sidereal remains conscious and negates all damage that would
remove their last health level. The Sidereal can’t reactivate this Charm on their next turn.
Soul Fire Shaper Form
Prerequisites: Awareness 3, Essence 2, Close Combat 4, any three martial art Charms
The Exalt embraces their place in the world’s invisible essence flows, breathing essence as
spirits do.
Commit 2 motes on Step 1 for the scene. While in this form, for the purposes of all static value
calculations, rolls, or costs, the Exalt treats her Essence as though it were two higher. This does
not grant additional motes. Additionally, the Exalt may use a special Disrupt gambit.
Disrupt (Essence plus two): Forcibly end a currently-active Charm, quality, or spell affecting
the Exalt’s target. A disrupted effect’s mote cost remains committed until the user’s next turn.
An already committed mote is spent at the end of this effect. The Exalt must target a specific
quality, Charm or spell, even if the Exalt doesn’t know all of the target’s effects.
Sidereal: Once per round, when the Sidereal successfully defends against an attack, they can
attempt a Disrupt gambit against the attacker as a counterattack in Step 8.
Getimian: Spend an additional mote when making the Disrupt gambit. By enacting the hidden
technique, Astrology Interruption Method, the Getimian suppresses the benefit of Weaving
Destiny (p. XX) or any Active Sidereal anima effect until the start of her next turn.
Games of Divinity Form
Prerequisites: Close Combat 4, Embassy 3, Essence 2, any three martial art Charms
The Exalt channels the addictive allure of the Games of Divinity, embodying perfection beyond
the dreams of gods.
Commit 2 motes on Step 1 for the scene. The Exalt calculates Defense with Embassy or Sagacity
instead of Athletics or Close Combat. Extras and spirits with Essence lower than the Exalt’s
can’t attack the Exalt. All other targets must flurry an Integrity roll to attack her. Once per round,
when the Exalt successfully defends against an attack, they may attempt social influence against
the attacker as a counterattack on Step 8.
Sidereal: The Sidereal’s decisive attacks add two automatic successes damage rolls against
opponents with intimacies toward the Exalt.
Prismatic Arrangement of Creation Form
Prerequisites: Close Combat 5, Essence 3, Complementary Ability Total 12, Four Magical
Materials Form, Games of Divinity Form, Soul Fire Shaper Form
The Exalt briefly vanishes from existence, then assumes the bearing of one who exists, gaining
perfect self-knowledge in the process.
Commit 2 motes on Step 1 for the scene. While this form is active, the Exalt cannot be ambushed
and enemies do not gain the benefit of Stealth-based concealment, and ignores any penalties to
Awareness rolls. She may spend 1 Power to cancel an enemy interrupt and take her action
instead. While in this form, she may use the form weapon benefits and tags of any other Martial
Art she knows as form weapons for any other style’s Charms, including this one.
Sidereal: When the Sidereal activates this Charm, she may commit an additional mote to
activate any one other form Charm she knows at the same time. She may change the benefits of
this form with a flurry on Step 1.
Getimian: When assuming this Form, the Getimian activates Demense-and-Manse Emulation.
This brings the Essence of their origin into Creation, manifesting as a five-dot Hearthstone upon
their brow, which grants an Evocation and effect that matches the Getimian's personality and
thwarted destiny. The Getimian treats anything up to extreme range as their domain.
Sorcery Spells
Spells exclusive to sorcery deal in purification, fertility, and life, drawing on Creation’s primal
elements and raw vitality. As a general rule, sorcery is also better suited to safely transforming
and enhancing the sorcerer and her allies — Creation’s living Essence is more mutable and
forgiving than the Underworld’s.
First Circle Spells
Sorcerous First Circle spells create powerful effects from Creation’s natural elements.
Flames of Unyielding Purity
You spread a web of colorless fire that burns only the impure.
Spend 3 Will. Toxins, diseases, and other physical corruptions are burned out at up to medium
range, purifying spoiled food or water and sterilizing any wounds. Illnesses are not cured but
cannot be spread for the next day. Inherently impure creatures, such as undead or plague-gods,
suffer a one-time environmental hazard (Difficulty 3, Damage 1L).
Silent Words of Dreams and Nightmares
Staring into a mirror and brandishing an object linked to another person, you gain power over
their dreams.
This spell requires a venture to acquire a scrap of clothing, piece of hair, drop of blood, or
similar symbolic link to someone else. After success in the venture, spend 3 Will. The next time
the target sleeps, they experience an especially vivid dream created by the sorcerer, making a
remote social influence action to incept an idea or belief into their target. The target may not add
Intimacies to their Resolve to resist this influence, though they may still add Virtues. The
symbolic link burns to ash at the end of the spell, necessitating the acquisition of another one
before it may be cast again.
Spoke the Wooden Face
You transform a living tree into a conduit for long-distance communication.
Spend 4 Will. The sorcerer must carve a likeness of her own face into a living tree (this requires
no roll). For as long as the tree lives, the sorcerer may spend a mote to see and hear from the
carved image, and speak with her voice through the tree. A sorcerer can create as many wooden
faces as she pleases, and a tree can host more than one wooden face; an ancient grove on the
Blessed Isle contains many such trees and faces that are now forever silent.
Unbreakable Bones of Stone
You sing the Irresistible Song of Stone, but you do so off-key, prompting local earth elementals to
correct the song deep in your bones.
Spend 4 Will. The sorcerer’s eyes become granite, her skin becomes ashen and cold, and her
weight dramatically increases as her bones turn to stone. Reduce all dice penalties associated
with wounds by one (to a minimum of zero); the sorcerer adds two to her soak and her dice pools
for feats of strength, and she does not take damage from falling regardless of height.
Wood Dragon’s Claw
One of your arms transforms into a twisted bough of vine, muscle, and thorns.
Spend 3 Will. The sorcerer treats her transformed arm as a medium melee weapon with the
Natural, Pulling, and Reaching Tags. She can spend 1 mote to extend the limb out to medium
range for an action to make an attack or gambit. Lasts until released.
Second Circle Spells
Second Circle Sorcery weaves esoteric magic to facilitate communication over impossible
distances, cause feats of incredible destruction, or summon unheard of power.
Magma Kraken
Combining the Prayer to the Kraken with the Sign of the Burning Earth, you cause red strands of
volcanic Essence to erupt from the ground, striking at your foes.
Spend 7 Will. You cause the ground within close range to erupt with magma tentacles, writhing
and smashing any who oppose you, with the broken earth making everything up to long range
into difficult terrain. This creates an environmental hazard equivalent to lava (p. XX); on the
sorcerer’s turn, the tentacles may initiate a grapple with a dice pool of 12 against any foe within
long range of the original casting point, inflicting environmental damage as long as the tentacle
controls the grapple.
Travel Without Distance
Gathering a blazing corona of Essence around yourself, you teleport with a flash of light.
Spend 7 Will. The sorcerer may choose to bodily appear in any location they have seen before
within a radius of twenty leagues, whether through their own eyes or through scrying. Besides
the necessary time to Focus Will, this teleportation occurs across two turns — one to leave and
one to arrive. This spell cannot override certain wardings, which must be renewed every few
days. Once per session, the sorcerer may teleport their Circle along with them, so long they’re
within short range of the sorcerer.
Unity of Dreams
Binding your dreams with another’s using the Sign of Mercury, you may communicate while
sleeping.
Spend 5 Will. The sorcerer must cast this with one or more participants up to five, who must all
be present when the spell is cast. Afterwards, the participants may commune in a shared dream
space, communicating while they are asleep regardless of distance. If the participants have
Intimacies towards one another, the shared sense of community adds two to their Resolve against
influence actions to weaken the intimacy. This effect lasts for five months. At any time when all
participants are asleep, one of the dreamers may ask for the others to join him; if all agree, they
jolt awake moments later in the same location as the requestor, though this ends the spell
prematurely.
Third Circle Spells
Spells of the Third Circle of Sorcery call upon the powers of things greater than Creation: the
most powerful demons of Malfeas, or the strength of the Incarnae themselves.
Chariot of the Blazing Sun
Sending a helix of Solar and worldly Essence to Heaven, you conjure a chariot pulled by one of
the Unconquered Sun’s own stallions.
Spend 7 Will. The chariot can carry up to one ton of cargo and passengers, and can travel to any
point in Creation at rapid speeds, even from other realms such as Malfeas. At the end of the
journey, the horse and chariot disappear in a blaze of sunfire visible for miles around. When used
as part of a travel venture (p. XX), the total number of obstacles cannot exceed three, and the
total amount of downtime spent on the venture is never longer than five hours.
Total Annihilation
Uttering the secret name of Ligier, the fetich soul of Malfeas, you unleash an orb of pure
destruction.
Spend 10 Will. The sorcerer may target any location up to extreme range and hurl a fiery crystal
sphere of emerald Essence to the location. Anything within long range of that location, sorcerer
excepted, explodes in a towering verdant blast of energy that destroys anything in its path.
Anyone within that area suffers from a unique environmental hazard (5A/round, duration 10
rounds, Difficulty 12 to resist with Integrity or Physique), while anything within extreme range
of the blast suffers a shockwave (1A/round, 2 rounds, Difficulty 9 to resist with Integrity or
Physique). Trivial and non-significant characters simply perish. This spell typically results in a
smoking crater and shattered countryside.
Necromancy Spells
Spells exclusive to necromancy deal in the dark secrets of the Underworld and the all-consuming
Void. In general, necromancy has an advantage in conjuring and animating minions without the
need for rituals and bargains — with only a thought, dust and bones may become a legion of
willing soldiers. Transformations and blessings often come with dire prices or undesirable
consequences.
First Circle Spells
First Circle necromancy spells create effects from the Underworld’s elements, and enable access
to that dark realm.
Door of the Dead
Your hands trace a bleeding portal in the air, opening to the lands of the dead.
Spend 4 Will. The necromancer opens a doorway to the Underworld that remains open for five
minutes. It leads to a roughly equivalent area in the Underworld chosen by the Storyteller based
on the necromancer’s current location — though the two worlds are not contiguous outside
shadowlands. The location is always safe and secure, at least for the character’s arrival — the
spell never leads the necromancer into an ambush, or into immediate danger.
Five Gifts
Anointing a willing ghost with five drops of blood, you let them experience the world without
senses dulled by death, as if they were still alive.
Spend 5 Will. Any ghost so anointed gains two dice to all dice pools and may manifest within a
shadowland for free; this lasts until the next sunrise. They also get an Intimacy (Devotion)
towards the necromancer, and remember forevermore the taste of life from the blood, giving the
necromancer a one-success bonus on persuade actions.
Raise the Skeletal Horde
With a gesture of upraised arms, you command the dead to rise and obey.
Spend 4 Will. Every corpse, human, animal, or otherwise within medium range without
Enormous or Legendary Size animates as mindless dead (p. XX). They count as a battle group
with an equivalent number of Command dots equal to the summoner’s Essence plus one, though
the group may be far smaller in areas that have few corpses, at the Storyteller’s discretion. The
battle group has Poor Drill, but is Mindless. The walking dead burst forth from topsoil graves or
simply lurch to their feet in an action. They crumble to dust at the end of the scene if the spell is
cast in daylight, or until dawn if cast at night.
A second purchase of this spell with Second Circle necromancy grants an enhanced spell called
Arisen Dead Legion, which costs 7 Will, improves Drill to Regular, adds Command equal to
Essence plus two, and summons undead from a vast distance, making the availability of corpses
a non-issue.
Stones Worn Smooth
Shaping one arm into a spectral claw, you gesture towards a nearby ghost, who is compelled to
throw themselves upon your talons. Grasping their pale pink heart, you crush it into a black
diamond.
Spend 3 Will. This spell targets a nontrivial ghost the necromancer has bound through a
summoning, and they cannot resist. This spell instantly dissipates the ghost (who may reform
normally and is still bound to you) and grants the Hearthstone Merit (••• normally, ••••• for
heroic or significant ghosts) of Abyssal aspect. This stone confers a base power determined by
the nature of the wounded ghost but does not confer Evocations.
Trawling the Dark Waters
Drawing violet threads of Essence from the Underworld, you weave a net across a large area,
revealing any ghosts.
Spend 3 Will. This spell affects any unmaterialized ghosts or Underworld denizens within long
range. They immediately become visible to the caster; the necromancer may then spend a mote
to force all affected to materialize, even if they cannot normally do so.
Second Circle Spells
Second Circle necromancy spells corrupt the elements of the world and twist them toward
darkened aspects, or allows fine control over souls and the workings of reincarnation.
Gentle Call of Lethe
You mark a living person’s forehead with a stylized cicada and utter the Five Words of Release,
binding their soul to the cycle of reincarnation.
Spend 2 Will. You may mark a living person’s body and higher soul; when they die, the cicada
rune shines again, and they do not become a ghost but are instead reincarnated.
By inverting the rune and painting the symbol with honey, blood, and graveyard earth, this spell
becomes the Rune of Sweet Passing, ensuring the target will become a ghost when they perish.
The necromancer is automatically aware when the target dies, in either case.
Shield of Shattering Bones
Crimson Essence flows to your outstretched hand, then expands outward to touch nearby
undead, dispersing any wounds you suffer to their dead frames.
Spend 6 Will. This spell targets a battle group of unintelligent undead up to Size 3 within
medium range of the necromancer. Any damage the necromancer would suffer is born instead by
the battle group, instantly transferred to them by bands of shining crimson. A hit from a
warhammer would cause a skeleton to shatter, while a sword’s slice to the guts instead spills
those of a nearby animated corpse. This spell lasts until the battlegroup is destroyed or until the
next sunrise, whichever comes first.
Slumber of the Wandering Shade
You sleep while a fragment of your soul is free to walk the world.
Spend 4 Will. The necromancer controls a spectral facsimile of herself while their true body
slumbers. This facsimile has only a single mote and suffers the usual drawbacks for being a
ghost (p. XX) but is otherwise identical to the character. The player may end this effect
automatically, sensing any danger to the necromancer’s true body.
Third Circle Spells
Third Circle necromancy calls upon the bleak oblivion of the Void itself.
Barless Gate
You step into a mirror, then explode out of another mirror in a cloud of dark Essence.
Spend 7 Will. This requires the necromancer to know the location of a destination mirror exactly;
they need only see it and know that it is there. The necromancer may step through a mirror and
arrive at their target location, so long as it is on the same plane of existence (shadowlands count
as both Creation and the Underworld).
Inauspicious Citadel
Cutting the Last Sign of the Labyrinth into your own heart, you hurl yourself into a desecrated
pit and rise up atop a fortress of black iron erupting from the Underworld.
After success on a magical working to prepare a ritual pit, requiring the blood sacrifice of
hundreds, spend 10 Will. This citadel of black iron, basalt, and obsidian is adorned with the
mazy marks of the Labyrinth and features every manner of comfort suitable for housing an army
or small city. It functions as a shadowland. The lowest chamber holds a shrine to the Neverborn,
rendering the citadel an ideal location for necromantic workings. Besides instantly creating a
stronghold on short notice, the citadel contains its own perverted geomancy; it functions as a
primary merit Hearthstone with accompanying manse properties. The unique power and
Evocation conferred are designed by the player and Storyteller and should fit the character.
A character may only have on Inauspicious Citadel active at any time. Casting the spell in a new
location consigns the old, and all within, to the Void.
Sorcerous Workings
While a spell is a discrete magical effect, sorcerous workings are great feats and projects of
sustained supernatural power. As described on p. XX, sorcerous workings are a specific type of
magical working venture. Magical workings typically only last for the duration of the venture —
a weather-witch’s ritual may create an unusually strong and sudden storm on a clear day, for
example, but a storm that dissipates normally. Sorcerous workings allow characters to reshape
the world permanently and perpetually through their occult skill, enacting blessings, curses, or
transformations. Through sorcerous workings, sorcerers may perform all manner of miracle,
from renewing the fertility of a barren harvest field, to creating life in a vat of alchemical
reagents, to raising a city up from its foundations to rest in the sky.
Sorcerous workings consist of three components: Ambition, Means, and Refinement. Despite
the name, necromancy can create appropriately bleak sorcerous workings, and they can achieve
roughly similar effects. As a rule of thumb, sorcery is better at healing, nurturing life, or
summoning spirits and demons, while necromancy is better at curses and hexes, manipulating the
Underworld or shadowlands, and summoning, creating, and controlling the undead or souls.
Attempting to use sorcery to approximate necromantic effects, or vice-versa, is subject to
Storyteller agreement and may result in increased Ambition, Means, or Refinement needed to
complete the working.